// is highp wasteful for this shader? #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif uniform float u_time; uniform vec2 u_resolution; void main() { vec2 uv = gl_FragCoord.xy / u_resolution; vec3 col = 0.5 + 0.5 * cos(u_time + uv.xyx + vec3(0, 2, 4)); gl_FragColor = vec4(col,1.0); }